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feat(ugc): glitter flecks still by default
Glitter plastic has its flecks set in it; they catch the light as the view moves, which LEGO-AnimUV can't do (it can only slide the texture). Drifting flecks read as something flowing over the brick, so glitter_speed defaults to 0: still flecks and no controllers. 1 and up still drift. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -468,7 +468,7 @@ namespace {
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c.Add(Text(UGC, "glitter_colors", "Glitter colors", "LEGO color ids drawn as glitter whatever their Materials.xml type, comma separated: by default 114,117, which LEGO's color data calls glitter and the client's Materials.xml plain plastic (none: no colors).", "114,117"));
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c.Add(Float(UGC, "glitter_size", "Glitter tile size", "The fleck texture's tile in model units (a stud is 0.8): how far apart the flecks are, the same on every brick.", "1.6", 0.1f, 100));
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c.Add(Int(UGC, "glitter_density", "Glitter flecks", "Flecks in one tile of the glitter texture.", "50", 0, 2000));
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c.Add(Float(UGC, "glitter_speed", "Glitter speed", "How fast the flecks drift: 1 moves them a tile in 7 s one way and 11 s the other; 0 keeps them still.", "1", 0, 100));
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c.Add(Float(UGC, "glitter_speed", "Glitter speed", "How fast the flecks drift: 0 (the default) keeps them still, like the flecks set in glitter plastic; 1 moves them a tile in 7 s one way and 11 s the other.", "0", 0, 100));
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c.Add(Text(UGC, "satin_colors", "Satin colors", "Satin (opal) color ids, comma separated: they stay transparent plastic (the client has no satin shader) but are made milky and less see-through. By default LEGO's satin colors 360,362,363,364,365,366,367,376 (none: off)." + notLive, "360,362,363,364,365,366,367,376"));
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c.Add(Float(UGC, "satin_opacity", "Satin opacity", "Percent: the opacity of transparent satin bricks, instead of the transparent opacity.", "75", 0, 100));
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c.Add(Float(UGC, "satin_whiten", "Satin whitening", "Percent: how far satin colors go towards white.", "20", 0, 100));
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